[X] Finish the linguistic analysis and interrogate him. If he wants to make haste for whatever reason, he'd better spill the beans.
All of them.
You dial your wristcomm back in and lean close to the incapacitated alien.
"Signals. We're close, I'll feed the UT audio directly into your radio."
"Acknowledged." You turn to the alien, lowering your pistol and attempting to keep your voice even. "That was rude. We were talking."
"Eeeerk... Os you? Who ebwa-po..."
Affirmative beep on the other end of the line. "Keep going..."
"Tathas... webke hands kaake. Aba killed me. I must be dying."
"We have fluency!" The signals officer declared. "Cut your external helmet audio, I'll be your interpreter."
A few buttons on your wristcomm reroutes your audio.
"You're not dying, you've just been stunned. You'll be fine in a few minutes." Hearing the signals officer read the translation on a slight delay was a little disorienting.
"I need you to answer some questions."
Roll me Diplomacy (2d6) to convince the alien to answer your questions.
You've acquired 4 points of Understanding while establishing communication. Understanding, and any resource, can be spent in a few ways.
- You can spend it while making a solution (which is is, so you can spend now). It'll give you a +1 to the result of every dice you roll!
- You can spend 2 points at any time to learn a "Weakness" of a Threat. For Diplomacy/Understanding, these are usually important values you can appeal to. This will lower the target for successes against that threat.
- Finally, in a "Meeting", you can convert any 2 Resources into a Mission Trait; something you've learned, created, or established that can be tapped for advantage. All you have to do to start a meeting is call up an ally (like the LT or Casey) and share some information; I'll open up the Meeting options at that point.